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General Tabletop Discussion
*Pathfinder & Starfinder
Whats a reasonable AC at 10th level?
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<blockquote data-quote="Cheiromancer" data-source="post: 3443140" data-attributes="member: 141"><p>These numbers all seem terribly high. I can see level + 20 for tanks - heavily armored clerics and fighters, say. But what about the rogues and swashbucklers and such? (Or daring outlaw rogue/swashbucklers!) Do they have to spend all their wealth on AC buffs just to be considered "fair"?</p><p></p><p>Take the following build- is it sub-par because of its mediocre AC?</p><p></p><p>Human skill monkey/TWF flanker</p><p>Str 14, Dex 15, Con 14, Int 14, Wis 12, Cha 10 (32 points, level ups to Dex)</p><p></p><p>1. Rogue 1 - TWF, Combat Reflexes</p><p>2. Swashbuckler 1 - Finesse (bonus)</p><p>3. Rogue 2 - Vexing Flanker (PHBII: +4 when flanking)</p><p>4. Swashbuckler 2</p><p>5. Rogue 3</p><p>6. Swashbuckler 3 - Daring Outlaw (Complete Scoundrel)</p><p></p><p>With Daring Outlaw the character gets a +1 Dodge Bonus and another 1d6 Sneak Attack damage. The concept is that the character will be the usual skill monkey - search, open locks, and so on. But not be completely useless in combat; TWF and full sneak attack with a +4 flanking bonus. </p><p></p><p>Equipment: 13,000 gp.</p><p>Base AC is 10 + 3 (Dex) = 13.</p><p>A <em>+1 mithral shirt</em> costs 2,100 for a +5 AC. <em>Gloves of dexterity</em> would cost 4000 for a +1 to AC, an <em>amulet of natural armor</em> would be 2000 for another +1. A <em>ring of protection +1</em> for another +1 AC (and another 2000 gp). So that's AC 21 for a total cost of 10,100 gp. Over 75% of his wealth and he doesn't even have a magic weapon. Let alone any of those cool items in the MIC. Even if you only count half the gloves, it is still 62% of his equipment spent just on boosting AC.</p><p></p><p>Now I look at the list of recommended ACs and it looks like he's mediocre at best. 3 or 4 points below what the median AC should be, at least according to the posters. And I'm thinking that maybe I should retire the TWF/vexing flanker concept- this is more than I want to spend on AC boosters anyway!</p><p></p><p>Or are these criteria (15 + level x 1.5, etc.) just rules of thumb for tanks?</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3443140, member: 141"] These numbers all seem terribly high. I can see level + 20 for tanks - heavily armored clerics and fighters, say. But what about the rogues and swashbucklers and such? (Or daring outlaw rogue/swashbucklers!) Do they have to spend all their wealth on AC buffs just to be considered "fair"? Take the following build- is it sub-par because of its mediocre AC? Human skill monkey/TWF flanker Str 14, Dex 15, Con 14, Int 14, Wis 12, Cha 10 (32 points, level ups to Dex) 1. Rogue 1 - TWF, Combat Reflexes 2. Swashbuckler 1 - Finesse (bonus) 3. Rogue 2 - Vexing Flanker (PHBII: +4 when flanking) 4. Swashbuckler 2 5. Rogue 3 6. Swashbuckler 3 - Daring Outlaw (Complete Scoundrel) With Daring Outlaw the character gets a +1 Dodge Bonus and another 1d6 Sneak Attack damage. The concept is that the character will be the usual skill monkey - search, open locks, and so on. But not be completely useless in combat; TWF and full sneak attack with a +4 flanking bonus. Equipment: 13,000 gp. Base AC is 10 + 3 (Dex) = 13. A [i]+1 mithral shirt[/i] costs 2,100 for a +5 AC. [i]Gloves of dexterity[/i] would cost 4000 for a +1 to AC, an [i]amulet of natural armor[/i] would be 2000 for another +1. A [i]ring of protection +1[/i] for another +1 AC (and another 2000 gp). So that's AC 21 for a total cost of 10,100 gp. Over 75% of his wealth and he doesn't even have a magic weapon. Let alone any of those cool items in the MIC. Even if you only count half the gloves, it is still 62% of his equipment spent just on boosting AC. Now I look at the list of recommended ACs and it looks like he's mediocre at best. 3 or 4 points below what the median AC should be, at least according to the posters. And I'm thinking that maybe I should retire the TWF/vexing flanker concept- this is more than I want to spend on AC boosters anyway! Or are these criteria (15 + level x 1.5, etc.) just rules of thumb for tanks? [/QUOTE]
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Whats a reasonable AC at 10th level?
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